diff --git a/include/collision_check.h b/include/collision_check.h index f45545a012..194ae1e699 100644 --- a/include/collision_check.h +++ b/include/collision_check.h @@ -84,7 +84,7 @@ typedef enum HitSpecialEffect { HIT_SPECIAL_EFFECT_NONE, HIT_SPECIAL_EFFECT_FIRE, HIT_SPECIAL_EFFECT_ICE, - HIT_SPECIAL_EFFECT_SHOCK, // electric shock + HIT_SPECIAL_EFFECT_ELECTRIC, HIT_SPECIAL_EFFECT_KNOCKBACK } HitSpecialEffect; @@ -96,7 +96,7 @@ typedef struct ColliderElementDamageInfoAT { typedef enum HitBacklash { HIT_BACKLASH_NONE, - HIT_BACKLASH_SHOCK // electric shock + HIT_BACKLASH_ELECTRIC } HitBacklash; typedef struct ColliderElementDamageInfoAC { diff --git a/src/overlays/actors/ovl_En_Bili/z_en_bili.c b/src/overlays/actors/ovl_En_Bili/z_en_bili.c index 34b0c5c564..9c219eb8ee 100644 --- a/src/overlays/actors/ovl_En_Bili/z_en_bili.c +++ b/src/overlays/actors/ovl_En_Bili/z_en_bili.c @@ -157,7 +157,7 @@ void EnBili_Destroy(Actor* thisx, PlayState* play) { void EnBili_SetupFloatIdle(EnBili* this) { this->actor.speed = 0.7f; - this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_SHOCK; + this->collider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_ELECTRIC; this->timer = 32; this->actor.home.pos.y = this->actor.world.pos.y; this->actor.gravity = 0.0f; diff --git a/src/overlays/actors/ovl_En_Vali/z_en_vali.c b/src/overlays/actors/ovl_En_Vali/z_en_vali.c index 09cb1ba90d..bf9262099b 100644 --- a/src/overlays/actors/ovl_En_Vali/z_en_vali.c +++ b/src/overlays/actors/ovl_En_Vali/z_en_vali.c @@ -462,7 +462,7 @@ void EnVali_Stunned(EnVali* this, PlayState* play) { } if (this->timer == 0) { - this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_SHOCK; + this->bodyCollider.elem.acDmgInfo.hitBacklash = HIT_BACKLASH_ELECTRIC; EnVali_SetupFloatIdle(this); } } diff --git a/src/overlays/actors/ovl_player_actor/z_player.c b/src/overlays/actors/ovl_player_actor/z_player.c index 1ae5b3faed..10fd868cb2 100644 --- a/src/overlays/actors/ovl_player_actor/z_player.c +++ b/src/overlays/actors/ovl_player_actor/z_player.c @@ -4940,7 +4940,7 @@ s32 func_808382DC(Player* this, PlayState* play) { sp4C = PLAYER_HIT_RESPONSE_NONE; } else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_ICE) { sp4C = PLAYER_HIT_RESPONSE_ICE_TRAP; - } else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_SHOCK) { + } else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_ELECTRIC) { sp4C = PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK; } else if (this->actor.colChkInfo.acHitSpecialEffect == HIT_SPECIAL_EFFECT_KNOCKBACK) { sp4C = PLAYER_HIT_RESPONSE_KNOCKBACK_LARGE; @@ -9145,7 +9145,7 @@ s32 func_80842DF4(PlayState* play, Player* this) { if ((func_80842AC4(play, this) == 0) && (this->heldItemAction != PLAYER_IA_HAMMER)) { func_80842B7C(play, this); - if (this->actor.colChkInfo.atHitBacklash == HIT_BACKLASH_SHOCK) { + if (this->actor.colChkInfo.atHitBacklash == HIT_BACKLASH_ELECTRIC) { this->actor.colChkInfo.damage = 8; func_80837C0C(play, this, PLAYER_HIT_RESPONSE_ELECTRIC_SHOCK, 0.0f, 0.0f, this->actor.shape.rot.y, 20);